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Published byKimberly Turner Modified over 9 years ago
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DTC 354 Digital Storytelling Rebecca Goodrich
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Wave made up of changes in air pressure by an object vibrating in a medium—water or air.
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As the object moves, it compresses air molecules, causing an areas of high pressure alternating with low pressure.
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Alternating high and low pressure causes the eardrum to move back and forth, which stimulates structures in the inner ear, which send nerve impulses to the brain.
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A similar mechanism is at work in a microphone. Air pressure causes a membrane to move and generate electrical signals, which are sampled and encoded digitally.
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Frequency = number of full cycles per unit of time. Usually measured in Hertz = number of cycles per second.
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Pitch = how high or low we perceive a sound to be. A high frequency = a high pitch, and vice versa.
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The human ear generally perceives sounds between 20Hz and 20,000 Hz.
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Which is the higher pitch? 20 Hz 200 Hz
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Most sounds are a blend of many frequencies and, thus, many different pitches.
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Sound To review….
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Sampling: collecting data at regular points in the sound cycle.
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Sampling rate = how often we collect the samples. Sampling rate is also measure in Hz (confusing ). Stands for samples per second. CD quality = 44,100 Hz.
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Intensity = objective measure of sound energy measured in decibels. Indicated by the amplitude of the waveform. Loudness is subjective. 100 decibels may be uncomfortable for me but fine for you.
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Bit depth = measure of frequency range that is sampled. Human ears function mainly between 2000Hz and 5000Hz, so that’s a standard bit depth.
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High sampling rate + high bit depth = high fidelity Sounds great! However……
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High sampling rate + high bit depth = high fidelity Sounds great! However…… Large files, longer file transfer rate
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Reduce sampling rate Nyquist’s theorem = you must sample at least 2 times in each sound cycle for a sound to be recognizable. Reduce bit depth Reduce the number of channels from 2 to 1 (stereo to mono) Apply compression
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